Wednesday, July 23, 2014

Maze of Illusion Part 2 (Stage 125-132)

For stages 121-124, see part 1.

[July 29, 2014 Updated with free ranger video selections]

Stage 125, 126, 127 

For players with access to mastered premium rangers (specifically Ola Brown/Songster Cony/Sorcerer Cony, Prince James/Dancer King Boss, Bernard/Dwight/Susu/Thunder Brown, Hitman/Abdula/KSM) then 125, 126, 127, and 128 will play quite similarly. The goal is to splash down the tower (there'll pretty much be no point in time where you can feasibly single-target attack the tower). The key obstacles to overcome are getting rid of the Ryo mushrooms at the front and the Dice at the back. 

The way to do it is to stall as long as possible during the enemy's first pass so that they all pop out. Then tornado them back and then allow all the non-boss enemies to walk forward ahead of the enemy pack. Then you can use ice shot, meteor, then invincibility to clear all the small enemies and weaken the slow mini bosses a great deal. Saving friend help for this critical point in time is best. This will be the common tactic used in just about all the strategies for the rest of the area. What will vary is the number of Spades and Crockys that you'll have to contend with in each stage, with increasingly stronger enemy towers. But the strategies are essentially similar.

And by the way, if you are having a lot of difficulty with stages 124+, spend the time to farm up a master Sorcerer Cony. She is very helpful.

In 125, you'll have 4 Spades, Ryos, Ambers and Dices. This is the free ranger method by Wei S, and it assumes you have access to at least a level 60 Sorcerer Cony from Stage 124.


Here 125 done with Master Bernard, Dwight, Ola Brown, and Songster Cony.

Here is another 125 done with Free Rangers: Glenn, Xan, Shu, SoCo, Opera James, from Arsoitee STSerbvong.

In 126, you'll have 4 Spades, Ryo, Ambers, Dice, but no Coocoos.

126 with free rangers: SoCo, Shu, Masked Moon, Xan, by michael suzuki.

In 127, you'll have 6 Spades, Ryos, Ambers, Coocoos, but NO Dice, so you can feel free to use your shorter ranged splash units like SoCo and Opera James. Below are 2 good examples by nunbkk.

Stage 128

You guessed it... it's like all of the above, but worse. The combination of Ambers, 11 Dice, Coocoos, 4 Crockys along with 7 Spades makes 128 absolutely brutal. Here is my favorite way to do 128. You need to have KSM, one other mastered long range splash ranger (Ola/Songster/Shu), and Red Brown. Your KSM can be level 70+ and it will still work, but you should have either mastered Ola or Songster to make up for it.

Of course, a free ranger strategy is possible for 128 and several great players have put out videos for it. But my favorite for free rangers is from a Thai player, Arsoitee STSerbvong.


If you have mastered Susu, and a lot of other heavy hitting splash rangers, give this one a try.

Stage 129 - Ryo, Coocoo - Lots!

129 dials the pressure back down again, and things get simpler, but more intensified doses of small enemies. I think they threw this one in here just to give you an easily farmable stage for the last piece of treasure. There are many ways to deal with 129 because of its simplicity, but for main tank, Thunder Brown is my favorite choice. He's really not that pricey to deploy, he's very meaty, and his cooldown is about 2 seconds (mastered). He's spammably delicious! 

This video is by far my favorite strategy. It relies a little bit on friend help, but the majority of the pain being dealt is from master Shu while Thunder Brown tanks with his face in the shrooms. 

If you do not have Red Brown, here are Scott, Rei, Glenn, Shu and Sorcerer Cony.

Stage 130 - 2 Crockys, Dice, Coocoos, 5 Spades

After 129, difficult ramps up again as you head toward the end. Many strategies from 130 through 132 will assume that you have unlocked the treasure. And if you haven't, you really should farm 129 because it helps a lot.

Here is one way to do it with free + event rangers: Mastered Shu, SoCo, and Red Brown.

Here is a 129 video with pure free farmable rangers by michael suzuki: Glenn, Scott, SoCo, Opera James, Xan

Stage 131 - Short path with Amber, Ryo, Dice, Crockys, Spades

131 being such a short path creates a terrible challenge with the Dice. But actually, it's not bad at all if you have Sorcerer Cony because she packs serious punch. The first hurdle is to set up your team. You need to stall the first Ryo with as few lowbies as possible, meanwhile deploying as many Conys as you can so you have a small army. Once you get a few Conys out, you can tornado everything back. Follow up with invincibility, ice, and meteor. The goal is to kill all the Dice. There rest of the stage is just keeping the enemy from moving so Cony can splash the tower down.

The Thunder Brown, Ola Brown and KSM trio on this video below by Cheng-Ling Chiang makes 131 fairly simple. If your Ola and KSM are not mastered, you could also throw in SoCo and/or Abdula in the team to increase your damage. If either your Ola or KSM are not mastered, the trio will narrowly miss the damage requirement, so you do need to make up for it by adding another ranger. This strategy does require you to have pretty high mineral production. If you're not cranking out enough units after the ice shot goes out, you might be too low leveled.

Stage 132 - King King and everyone else

132 is the mother of all of the stages. It's got everything. The majority of videos out there require you to have Susu and if you watch the videos, even mastered Susu can't take the heat of this enemy procession for very long. I'll discuss 3 different teams to approach 132.

Premium Rangers: Another one by Cheng-Ling Chiang. This video uses mastered Scott, Thunder Brown, Ola Brown, Songster Cony and Dancer King Boss. Premium rangers, yes, but none of them are from the latest set of rangers. I love that this player pulled out Scott and Thunder Brown, rangers who have been long forgotten.

The strategy is similar to the Stage 124 technique. You stall with Scott and Thunder while leveling minerals and waiting for all the enemies to pop out. Deploy DKB and Ola with any spare minerals. Once they've beaten up your tower for several million HP, use Tornado. Then after using tornado, you wait until about halfway, when the enemies are still marching pretty close together to use Ice Shot, Friend help, Invincibility, and Meteor. After invincibility wears off and King King slaps your team with his hammer, you are guaranteed to get a Thomas, which will further slow down the group and stall while you wait for Hurry Up. You should keep deploying Scott nonstop, Thunder Brown on cooldown, prioritize Ola > Songster, and forget about DKB now. When Hurry Up starts, all the enemies lose half their HP, which should help you clear up King King, the remaining Spades and Coocoos. Once you are done with those, you have to deal with the march of the Hurry Up enemies, which includes another half-health King King. It will hurt, but if you keep the pressure on with Scott and Thunder, they should pretty much stop moving. Use Thomas as soon as you get him. Eventually, Ola Brown and Songster will KO the tower with splash. This is definitely a long battle, even with premium Gacha rangers. Impressive display by Cheng-Ling Chiang.


Free rangers including Event Rangers: if you follow this video below by 黃小翰 and his team, you're doing basically the same thing as the premium rangers, but timing is even tighter, and there's a lot of stalling. After all 5 of the Spades have spawned, you'll already be dealing with 11 Dice. The video waits for Dice #18 to spawn before using tornado.<insert exasperated emoji here!> I believe there are a total of 20 Dice during the normal phase of the stage. 

After tornado, keep deploying Red Brown to stall the enemy pack to move slowly together towards you some more. Once there, unleash the pain with Ice Shot and Friend Help. Follow up immediately with Invincibility to maximize your army. Your goal while your items are in effect is to kill all of the dice. After invincibility wears off, you're just stalling again until Hurry Up and Thomas. Hurry Up will chop half of remaining health off King King and the Spades. After Hurry Up has begun, unleash Meteor and Thomas. That should get you very close to killing off the boss units so you can deal with the new Hurry Up units. No more dice spawn *until you get to the tower*, so just stall with Glenn (he's cheaper) and let Cony and Shu deal damage. Once you close in on the enemy tower, use Red Brown again because more Spades, another King King and more Dice start to appear. Continue to deploy Red Brown > Glenn > SoCo > Shu until victorious.

If you don't have Red Brown or Shu, Wei S has a pure farmable free ranger method as well. The basic strategy is the same: stall and wait for many enemies to pop out. Up until tornado it's almost the same as the 黃小翰 free ranger video, however, without Red Brown to help slow down the enemy march and Shu to out-range the Dice, you will be forced to use tornado much earlier. The second significant difference with this video is that King King is much closer to the home tower when Hurry Up begins. It's a longer distance to push toward the enemy tower again, but I suspect he did this intentionally and there's a reason for this. Those of you who read my post about Stage 108 will recall the genius of allowing Hurry Up to begin while your troops are very far away from the enemy tower. Because the enemies have to walk a great distance to you, it buys you more time to exclusively deal with the faster, smaller enemies as they march forward ahead of the mini bosses and spreads out the mini bosses so you can deal with them one at a time rather than all bunched together. This is how Wei S deals with the Amber bunnies, Crocky and the new Spades during Hurry Up. It's tougher in its own way (and about a minute longer than the method with Shu & Red Brown), but such is the life of a free ranger player. Masterful video!

Good luck, everyone! May we all find Sally one day...

40 comments:

  1. Wow those are big update for your blog
    Thanks a lot for the articles panicbutton
    I have tried many ways for the last part stages of maze. And yours shared tactics works well, although I dont have mastered ola (ola is very usefull here, only followed by master songco)

    By the way, there is one strategy that could finish the 132 stage only use glenn and KSM. I've tried it with 100% treasure and maxed stats but couldn't replicate his success. Is it possible? Only saw the scrrenshot at line fb group

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  2. I saw that, too! I want to try it out. Haven't given it a go yet. I suspect I won't be successful since my ksm is still not mastered :(

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  3. Stuck at 128! Both my KSM and ola max out at 65. Guess they are not strong enough. Golden brown is totally useless LOL. They need to boost its stats a little.

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    1. I also stuck at 128.. My Ola Brown's level is 60, with his attack speed is being reduced to "fast", I think Songster Cony is better now... (higher attack damage)

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    2. Mastered Songster Cony*

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    3. I could do 128 with combination mastered ksm, sorc con, songster and lvl 60 ola. I use red brown. But it is not 100% success rate, still have to depend on luck.
      The key timing is to ensure that our ice and invincibility could kill all the dice. You must time it right so the splash range of our ranger could hit the dice too

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  4. When is it a must to use items if you're using free rangers?
    I rarely use items(have more than a dozen of them) and is at 112, stuck without items and is farming alice(She's annoying, only got 2/5)

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    1. You should just use items, except you have mastered premium rangers and high level.
      For maze of illusion, it is a must to use items with current ranger

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    2. The question is totally subjective. Depends on your play style, your player level, your Ranger team, your Rangers' level. If coin is a problem, maybe do your farming on double coin day. You would just about break-even using all 4 items.

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    3. Actually, i have almost 200k coins lol
      Ty

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  5. Just for your information all stages have been cleared with free rangers. This is the video for stage 132 posted by the group of people who worked on it:
    http://www.youtube.com/watch?v=tsnlO49z4oY&feature=youtu.be

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    1. Nice work. I saw a lot of great videos from this group yesterday but the 132 one wasn't up yet. Awesome.

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    2. Thanks for the video. It helped me past 132.
      Now I have beaten all the stages
      Anyway, I am curious about how many rangers must die in order so that Thomas would show up?

      And for 132, sometimes the dice enemies summoned up after the "hurry up", and sometimes they are not. What do you think trigger this?

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    3. The problem with these 'free rangers only' videos is that they're impossible unless you've already gotten the new treasure, and they rely on a constant stream of high level premium ranger support.

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  6. I think level 128 is completely out of range for players without mastered Ola, KSM, and a very high mineral production rate. My player level is 82, and I've been stuck at 128 for a week now. I managed to clear the dice from the first wave once, only to be slapped with an unending stream of dice once "Hurry Up!" kicked in. ARGH.

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    1. You should level up a bot until 90+
      At first I have difficulty too, although I have mastered KSM and lvl 99 for mineral production rate and limit. However, with experiment and watching video of free ranger in 128, I could do it.

      You should try to watch the Wei S video or other free ranger video

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    2. Thank you, Shuy1n. It looks like Wei S managed to clear the stage with rangers that I actually have. I'll give it another go!

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    3. Update: I've gotten my mineral production to the point where the limiting factor is the cooldown time for SoCo, Shu, and Opera James, who are all mastered. My team matches Wei S's exactly--including mastered Xan and Scott. However, it's now apparent to me that there are other factors that I cannot precisely control for that significantly influence whether the dice brigade is wiped out before they completely obliterate my team.

      1) The position of the dice in the train of bad guys after they've been swept back to the enemy tower and begin their march again

      2) The presence and timing of high-DPS friend help

      3) The effectiveness of the meteor storm in clearing any dice that are not taken out by my offensive barrage during the freeze/invicibility phases.

      The magin for error is extremely thin, and while I enjoy a challenge, I'm pretty much done banging my head against the wall on this level. I suspect that Line will release a new set of overpowered rangers to make these stages easier, and entice everyone to spend more money on spinning the Gatcha, just to relieve the frustration of these God-awful levels. The people at Line are students of human nature. Pure evil, Line. Pure evil. :)

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    4. I dunno if this is consequential for you at all in your particular issues with 128, but Wei mentioned that the stage contains 11 dice units in total. It is recommended to use tornado after the 10th or 11th one pops out, not before, so you have to stall quite a bit. The stage formation will vary in speed so you may not be successful if the stage rolls the dice out very very slowly. In those cases, better to restart and hope for speedier dice than bang your head against it.

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    5. The dice keep screwing me. Can't seem to stall long enough and end up with 3+ fresh dice hanging out in the back after I execute the clear :-(

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    6. You're going to need a tower with at least 10,000,000 hp to allow you to stall long enough, or, as I did, just let the little bastards destroy your tower and spend 3 rubies to push them back. This all assumes that the dice spawn relatively quickly. Sometimes they just refuse to spawn and there's nothing you can do but restart.

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  7. I think some have touched upon an important point here in the comments that has otherwise been unmentioned (that's not a complaint - backhanded or otherwise): To beat 128, you really need to have an economy level in the low 90's at least.

    I mean, I look up a video for someone that has cleared the stage, see that said person is starting with a mineral income well into the 1500's, and sigh. 'Here's another example I won't have any hope of following...' And I say that with mastered everyone other than Ola (only got two of him) and Susu (only one).

    Side note: If you spend three whole rubies (which is equal to the reward for leveling up) to continue from a loss, you really should get all your items back, maybe even your drop-in. Three rubies is a significant investment for many.

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    1. I think that if people in level 50s and 60s are unable to clear 128, my reply would be, yeah, naturally. In the 70s the stage is going to be awfully tough. I fully agree that player level plays a big part in the difficulty of the new area. Though to be fair, this isn't new or unique to this area as every area before had similar thresholds past which stages would feel much more doable.

      I'm not sure how other players digest the videos but I look to them for inspiration rather than strict guidelines, with the exception perhaps of the Free Ranger videos as those have a much tighter requirement of timing and technique. The players posting videos of clears as soon as the gates opened are likely to be sitting at level 99 with mastered big ticket rangers. They have every advantage, so it makes sense that they're hitting the Internet first, sort of trailblazing and demonstrating ways to approach the new stages. Even at low 90s, before the tune-downs of the stages, people couldn't exactly mimic what the videos were doing because of differences in economy. But if it's any consolation, at least it is easy to recognize that mineral level is what's holding you back. Lack of levels can be remediated over time. But if say, the stages are just ridiculously tough and impossible without master Susu and Cherina and Hitman, then you're just out of luck. When the area first opened, I was glad to see that at least "someone" out there was able to clear them because they just seemed that hard. It was some small consolation to me that people could do it at all.

      And yeah, for 3 rubies... can't we get at least ice shot and meteor back? I mean, even if they charged me 1200 coin + 3 rubies for the continue, sometimes I'd much rather pony up than start over.

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    2. Another thing to consider, though...now that the free rangers are powered up across the board, and now that a single lucky Gacha could give you a Dumpy or a Cherina that would trivialise all the early stages, players will get to and pass Skyscraper without all the grinding that was once required. Meaning that it will become increasingly common for people to arrive at the Maze in their 60s, maybe even 50s.

      Unlike MMOs where grinding can be social and provide economic advantages, LINE Rangers levelling involves hitting auto and putting your phone/tablet to one side (or using bots, as some people do.) From a game design point of view, it doesn't really make much sense for levels to require so much experience and for a high level to be so crucial, especially when most players who are grinding to level from 60 onward are letting the game play itself. It's a strange kind of time sink, and I don't really understand the rationale... although people keep playing, so it must work.

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    3. No question, the experience required to get to even 80 is absurdly high. The climb to 99 even more so. I suppose it gives people something to do but it is frustrating. Their acknowledgement of the issue is the existence of the auto button so I don't think they're going to adjust it, unfortunately. :/

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  8. I don't think this is the right page, but in prep of maze of illusion(stage 119 atm), what do i do?
    Rangers:
    Mastered Warrior Jessica(to be replaced by masked moon)
    Alice
    Mastered Shu
    Mastered Sol
    Almost mastered Xan

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  10. did anyone has tip how to get sorcerer from 124
    i pass this stage for many times without thomas came which means that my rangers that beaten very little and before the hurry up sign
    maybe someone can tell me how they pass this stage and get sorcerer cony
    i desperately need to get my sorcerer to master so that i can pass stage 128

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  11. Hmm, so as a Free player that start from july (no shu) I pretty cant advance this area until i got lucky with gacha?

    I manage to advance till 125 using rubies earn from level up and gotten 3 luis n 3 DKB, farm 2 SoCo, and notice SoCo seem to be still within or very slightly out of dice splash range.

    After looking though the videos, aside from players levels I think It rather impossible for me (or free player w/o Shu) to advance this until we get lucky on gacha T_T

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  12. Tried 132 several time recently and it seems the strategies are not working any more. The first part of the game, clearing the first kingking, works fine, but it now appears that dices will be dispatched as soon as the hurry up stage starts, dozens of them, making the established strategies useless. Is this another back stage tweak of the game?

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    1. There are about 18 dice in that stage. If you've cleared a good percentage of them prior to the "Hurry Up!" message, then there might be three of four stragglers at the most. If you get an unending hoard of dice, which is what usually happens after the hurry up message in 128, then you're completely hosed, and the developers are smoking crack again.

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  13. Finally passed stage 132. I used the team Glenn, Red Brown, Shu, SongCo and SoCo (all mastered). I'm only at Lv84. Mineral production rate is Lv84. Max mineral is at Lv81. Have a Lv65 missile and a Lv75 tower. All treasures accquired.

    The most difficult thing is that sometimes the Dices are attacking too far behind KingKing and Ambers (because Dices attack from long ranges and they stop moving when our fodders walk within their range).

    Thus, I aimed at stalling with continuous deployment of Red Brown (and Golden Brown :D). Extra minerals go to upgrading minerals and deploying SoCo/SongCo/Shu (killing as much Ambers as possible) When the enemies arrived in front of my tower I was able to triggered Thomas. Just before the tower collapse I tornado them back. (At that point I guess around 18 Dices had come out). I sent out the splash rangers only (I didnt deploy Glenn and Red Brown). This killed all Ambers in front of the Dices. I was able to trigger second Thomas when KingKing has walked 3/4 way. I used Ice before my last patch of splashers got smashed by the Dices. I sent out one Glenn and then deploy my friend's help who has mastered Edward, Chichi and KSM(?). Then invinciblity right before the ice melts. Just after Invincilbility ends the Hurry Up notice pop out and I immediately unleashes the Meteor to kill the whole bunch of enemies. At that point I can hold the front line with continuous deployment of Glenn while I started acculmated a lot of splashers behind. The Crocky and Spade would fall quickly. At mid-way towards the enemy tower I also deploy Red Brown to hold the front line better because I knew the second KingKing would come out when arrived enemies tower. And I was able to defeat the tower before KingKing was KOed.

    I didnt take video of this but this was done at 11/8 ~01:00(GMT +8). Dunno if in the future will change 132's difficulty but I did manage to pass through 132. There is no guaranteed method to pass 132 100% of all time but the timing of using the four tools and friends played a great role in this boss stage.

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    1. I forgot to mention to save another Thomas for the second KingKing and more dices when approaching enemy tower.

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  14. I'm at Lv83, with mineral at Lv81, and the latest tries on 132 succeeded with a different pattern. I put three splash rangers in the back row, at least one long range like shu or songco, and two other fast cooldown fast moving splash rangers. The front row need one speed and one health, like red brown etc. The time mark was the first Thomas, I used him as soon as possible. I was able to stall the first kingking long enough till no dice was released any more for quite a while ( this pattern was different than the videos, I stall the kingking quite a bit longer than shown in the videos, but there were still at least 4 or 5 dices in the reserve before you reach the enemy tower). After blew them back to the tower, I deployed only splash rangers, till hurry up stage. By then, all the dices were released, but not all of them were in the front. Release the meteor killed all the front row dices and kingking. I still kept ice, invincibility and friends help. The true battle started, and I used the all the tools I had to clear the remaining dices among the ocean of enemy host. After that, it was just the matter of massing the splash rangers while spamming speed ranger nonstop, several health rangers along the way, pushing towards the enemy tower till victory. The range of the splash rangers was not important in the last stage, since no dice sent out at this stage were able to make any attack.

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  15. Finally just passed stage 128, my ranger profile only level 71, no MOI treasure, no gold brown. It takes me so many times before i get perfect timing to clear this stage. My team is mastered sorcerer cony (got from stage 124 farm), mastered songster cony (fp gacha event), mastered sol, mastered macho moon (also stage 124 farm), and mastered xan.

    Here what i do:
    1. I level up my mineral to level 3
    2. I spam my macho moon while leveling the mineral back again
    3. When my mineral is max (level 8), i deploy 1 sol, and still spamming macho moon
    4. When my sol get close to enemies (and not yet hit), i deploy 1 xan, still spamming macho moon
    5. I begin deploy sorcerer cony, pattern: sorcerer cony > macho moon
    6. When my xan got knocked back for 1st time, i deploy another xan again before deploying sorcerer cony.
    7. Soon the dices will sweep away my front tank, and while still spamming the macho moon i switch to sol when the enemies are close enough to my tower
    8. Sol > macho moon > (if got extra +1 sorcerer cony) > sol > macho moon etc. Repeat spamming till i see thomas arrival. I dont use it immediately
    9. I switch to xan and macho moon while i look at tower enemy in case there are more enemies spawning there
    10. When i see all enemies are coming to my tower and no more spawning, i stop a while deplyoing any ranger. When i feel all my ranger cleared i use tornado, and begin deploying 1 sol.
    11. When i see dice going to throw sol away, i immediately use my ice shot and summon friend help.
    12. Know i spam both sorcerer cony and songster cony, ofc i know when the ice shot will thaw out.
    13. Just round 1 sec before enemies thaw out, i use my invicibility, 1st 5 sec i still spam sorcerer and songster cony, some last secs i deploy 1 xan
    14. Exactly after i deploy 1 xan i use my meteor and followed by summoning ghost tomas. After that i begin spamming macho moon again.
    15. With perfect timing, u will see all dices will die (if not means u time some steps here wrong). Now i spam macho moon > songster cony > xan
    16. Soon enemies are being pushed back to tower, and once again the annoying dice comes out. I begin switch my spam pattern: macho moon > songster cony > sorcerer cony.
    17. Not long after that: hurry up! In this final time, my spam pattern is macho moon > xan > songster cony. Stall stall stall all the time, 1 sec combo break will make failure.
    18. And boom, really hurt my finger but worth it :)

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  16. still stuck in this that stage 128, weird my friend level 66 pass this stage with lower level ranger... damn

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  17. Can i replace red brown with honey? Who faster? Brown or honey?

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    1. they're the same if you master both of them. I used honey

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  18. Been stuck on 128 for 3 weeks now. Just got myself to level 80 though my mineral production rate still has to catch up. Took a look at most of the videos, but can't duplicate what they are doing even with the mastered rangers. Do I essentially need a friend help with a line up of high hp splash rangers to even have a shot? Has anyone passed without using friends help?

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  19. anyone able to clear 132 now using free rangers? some rangers could not be spammed as fast as before :(

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